Samurai Showdown – April 30th

Hey all,

I’m trying out a new type of blog post today for Samurai Showdown where I try to keep things short and sweet by only going into detail on one of the changes I’ve made since the last update and by listing the rest in dot points. Let me know what you think about the new style in the comments or on Facebook/Twitter.

So, without wasting any time, let’s start!

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Dev Blog – January 26 – Samurai Showdown

Heya,

While I’ve been too busy to work on Samurai Showdown as much as I’d like due to a combination of family responsibilities and Global Game Jame 2017 being a thing, I have managed to find some spare time in which to work on the game. While the next PlayUp Perth (read: the one on the 3rd of Feb) is dedicated to showing off the games we made during GGJ17, I should be able to take Samurai Showdown out in public again soon and get some feedback. Furthermore, and speaking of Global Game Jam, I should have a blog on it, our game, and the PlayUp GGJ event for it sometime after the event has passed.

In any case, let’s talk about what’s been added, what’s been changed, and what’s being planned for the future!

Previous Update

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Dev Blog – January 7 – Samurai Showdown

Hey all,

So I’ve recently had some free time due to work slowing down a little bit, and I haven’t entirely wasted it on replaying Mass Effect 3 (Vanguard is the best class and I dare you to disagree). Becuase of this, I’ve managed to complete several features which I’d been putting off in favour of tweaking the gameplay, and I think that they’ve gone a surprisingly long way towards making Samurai Showdown look like a proper game. I’m greatly looking forward to taking Samurai Showdown out in public again once PlayUp Perth events start up for 2017 as the dearth of events has been really bad for motivation and feedback, LMTY.

In any case, let’s talk about what’s been added, what’s been changed, and what’s being planned for the future!

Previous dev blog here.

 

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Dev Blog – December 16 – Samurai Showdown

It’s been a little while since my last update, I’ll grant you that.

 

Seriously, I know it’s been a while since I last posted an update here and that’s mostly because I’ve been having some difficulty finding the time to work on Samurai Showdown thanks to capitalism *shakes fist*. However, for the past couple of weeks, I’ve managed to find some time here and there which I could spend on further developing the game and so I’ve been chipping away at it. In any case, I’m slowly but surely getting towards the point where I will no longer be adding new features and will instead be focussed on refining Samurai Showdown and making it pretty (by hiring artists because I can barely draw stick figures).

So, without further ado, let’s talk about the work I’ve done since October!

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Dev Blog – October 9 – Samurai Showdown

Hey People,

I know that it’s been all of one day since I last posted, but I’ve done a bit of work since my last dev blog, and I decided that I may as well give you a proper update as to what’s going on. While I’ve still yet to properly go over the various questionnaires that were filled out at the Perth Games Festival, I was able to identify several things that I could work on between now and the end of the semester. So, without stalling any longer, let’s talk about the most recent changes!

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UI implementation

An exciting topic, I know.

But seriously, I decided on using a radial menu for Small Gods as they’re relatively compact compared to other UI designs. This compactness means that I can use them as world-space menus without having to worry about them taking up too much of the player’s vision while still providing an easy-to-read display to the player. (Also, I just really like radial menus. They look cool and they kind of fit into God Games where they wouldn’t fit into other kinds of games as easily).

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